nnms
First Post
OK. My knowledge of RQ stops around the 1990 imprints. (I mean, I know Mongoose is publishing it, but I haven't looked at their version beyond the reviews.)
They were publishing it. Now they publish a version of the rules called Legend which is runequest with the runequest filed off. It's actually a nice little set of rules. RuneQuest 6 is coming out later this year, hopefully in the next couple months or so. It's the same designers that did MRQ/Legend, but published through another company and with more dials and knobs when it comes to the strange magic systems that RQ has.
And I've also seen these different approaches cause arguments to break out on the old ICE message boards.
As you can see from this thread, people like to fight on the internet.

That sounds like hard work. Is it OK to ask why? Was there something about 4e that was more appealing than the classic RQ-ish games themselves?
I was playing 4E and running it a lot. But I was missing an approach to gaming that I didn't really connect with RuneQuest at the time. One person I wanted involved in the game told me they didn't want to learn a new system, so that was part of it. So I started snipping and cutting and replacing. It still looked a lot like 4E, but it had a pretty massive change in terms of how resources were refreshed. We played a few sessions, had a blast, but the group wanted to get back to the main campaign (we didn't convert the main campaign over because some players new it was probably going to be deadlier and base 4E is pretty easy not to die in).
The biggest thing warning flag for me in the playtest is that there is not the least hint of an approach to play where "winning" isn't crucial - or, to put it a bit less crudely, where the stakes are multi-dimensionsal. On page 3 of the DM Guidelines they seem to assume the exact opposite - that stakes are single-dimensionsal - when they talk about encouraging creativity and engaging the fiction by making those sorts of solutions the easiest way to succeed.
Yeah. I'm not sure what to think about that. I guess at its core, D&D started off as being about going into a dangerous place, surviving and coming out with gold and glory.
Part of the attractiveness of games like RQ and RM - at least in my experience - is that they encourage a type of detail in character building that then comes to be reflected in the setting and situation, so there are often multiple viable approaches (social isn't obviously inferior to combat, for example) and situations are less likely to be obviously zero-sum in relation both to means and to ends.
There's also a ton of world building that goes on in character creation. Also, the reward cycle has nothing to do with "winning" in RQ. Whatever the results, you have your improvement rolls on the things you did. You don't need to get XP by killing monsters. And with wounds taking people out of the fight often more than outright killing, NPCs can stick around a bit more.
Skill challenges and similar sorts of meta-gamey conflict resolution mechanics are a completely different way to achieve non-single-dimensionality. ... Because of the metagame element to this sort of action resolution, the GM can introduce a complication in a different dimension.
Running skill challenges in a less binary way is one of the factors that led me back to wanting emergent play. While I like the idea of stake setting and meta elements to failures and successes, I found the best skill challenges where the ones where we essentially resorted back to describe-react-redescribe circuit play. As long as everyone keeps describing things that actually pursue a given goal, you can get there without much of a fuss.
Another way I used them was that I overtly gave players stake setting power. Where they could state literally any goal and go after it and then we'd start. But even then, it became an issue of the narration during the skill challenge not really mattering nearly as much as the die rolls and the final binary outcome.
I think meta level declarations on success or failure like you are doing work better than a binary approach.
Whereas when I look at the playtest I see PCs who are narrow in their detail, suggesting a narrow setting and narrow points of engagement with situation, and GM advice that is similarly narrow and single-dimensioned in its focus.
Kill monsters and take their stuff. In my Basic D&D game, we're only in the caves to get rich, to make a name for ourselves and to rid the countryside of monsters. I have fond dreams of a another dimension of play (my character's knighting and entry into politics) but that's not going to happen.
I like how the playtest module talks about various ways of getting people interested in going to the caves as if that matters.

The medusa could be a great encounter, but I don't see the GM advice or the tools - whether on the PC sheets, or in the action resolution mechanics and guidelines - to make it happen.
I guess they're hoping it'll turn out good by accident.
And if the answer is "well, that sort of stuff is going to come in the modules", where exactly are these going to be bolted on?
I don't think that stuff is really going to come at all.
I really am beginning to think that they are relying on the playtesters to create the modularity for them. That commonly talked about house rules on their forums and through other feed back channels will be taken, cleaned up and made into the modules. I don't think the design team is actually going to think about different dials and settings and take the time to write modules any time soon.
I think 5E is basically going to be a stripped down 3.x with a buffet table of house rules passed off as modularity designed to produce specific play types.
So why would they create a nice metaresource based resolution system to produce multidemensional complications? It's not like your use of skill challenges to do that was widely spread among 4E players. Is it even on the design team's radar? I think they've been spending too much time playing AD&D to think more about possible skill challenge uses.

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